/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Public/GeometryCollection/GeometryCollectionObject.h
UObjectwrapper for theFGeometryCollection
class UGeometryCollection : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IInterface_AssetUserData](API\Runtime\Engine\Interfaces\IInterface_AssetUserData)
TObjectPtr< cla...
AssetImportData
Importing data and options used for this geometry collection
TArray<FGeomet...
AutoInstanceMeshes
List of unique static mesh / materials pairs for auto instancing.
bool
bConvertVertexColorsToSRGB
Convert vertex colors to sRGB for rendering.
bool
bDensityFromPhysicsMaterial
Whether to use density ( for mass computation ) from physics material ( if physics material is not set, use the component one or defaults )
bool
bImportCollisionFromSource
Whether to import collision from the source asset
bool
bManualDataCreate
If this flag is set, we only regenerate simulation data when requested viaCreateSimulationData()
bool
bMassAsDensity
Mass As Density, units are in kg/m^3 ( only enabled if physics material is not set )
bool
bRemoveOnMaxSleep
Remove particle from simulation and dissolve rendered geometry once sleep threshold has been exceeded.
bool
bScaleOnRemoval
When enabled, particle will scale down (shrink) when using being removed ( using both remove on sleep or remove on break ) - Enabled by default
bool
bSlowMovingAsSleeping
When on non-sleeping, slow moving pieces will be considered as sleeping, this helps removal of jittery but not really moving objects.
bool
bStripOnCook
Strip unnecessary data from the Geometry Collection to keep the memory footprint as small as possible.
bool
bStripRenderDataOnCook
Strip unnecessary render data from the Geometry Collection to keep the memory footprint as small as possible.
bool
bUseFullPrecisionUVs
Whether to use full precision UVs when rendering this geometry.
bool
bUseSizeSpecificDamageThreshold
Whether to use size specific damage threshold instead of level based ones ( see Size Specific Data array ).
EClusterConnect...
ClusterConnectionType
int32
ClusterGroupIndex
Maximum level for cluster breaks.
float
ConnectionGraphBoundsFilteringMargin
TObjectPtr<UCl...
CustomRendererType
Custom class type that will be used to render the geometry collection instead of using the native rendering.
EDamageModelTyp...
DamageModel
Damage model to use for evaluating destruction.
FGeometryCollec...
DamagePropagationData
Data about how damage propagation shoudl behave.
TArray< float >
DamageThreshold
Damage threshold for clusters at different levels.
TObjectPtr<UDa...
DataflowAsset
Dataflow
FString
DataflowTerminal
TArray<FGeomet...
EmbeddedGeometryExemplar
References for embedded geometry generation
bool
EnableClustering
bool
EnableNanite
Enable support for Nanite.
TArray<FGeomet...
GeometrySource
float
Mass
Total Mass of Collection.
TArray<TObject...
Materials
int32
MaxClusterLevel
Maximum level for cluster breaks.
FVector2D
MaximumSleepTime
How long may the particle sleep before initiating removal (in seconds).
float
MinimumMassClamp
Smallest allowable mass (def:0.1)
TMap<FString, ...
Overrides
bool
PerClusterOnlyDamageThreshold
Compatibility check, when true, only cluster compute damage from parameters and propagate to direct children when false, each child will compute it's damage threshold allowing for more precise and intuitive destruction behavior
TObjectPtr<UPh...
PhysicsMaterial
Physics material to use for the geometry collection
FVector2D
RemovalDuration
How long does the removal process take (in seconds).
TUniquePtr< FGe...
RenderData
Pointer to the data used to render this geometry collection.
FGeometryCollec...
RootProxyData
Static mesh to use as a proxy for rendering until the geometry collection is broken.
TArray<FGeomet...
SizeSpecificData
Size Specfic Data reflects the default geometry to bind to rigid bodies smaller than the max size volume.
float
SlowMovingVelocityThreshold
When slow moving detection is on, this defines the linear velocity thresholds in cm/s to consider the object as sleeping .
TObjectPtr< cla...
ThumbnailInfo
Information for thumbnail rendering